- Видео 13
- Просмотров 491 004
FromNorth Projekt
США
Добавлен 6 янв 2021
Let's Make And Play Games.
Is UNREAL ENGINE 5 A Plague For Modern Games ?
IS UNREAL UNGINE 5 REALLY KILLING GAMES ? AND HOW ?
sorry for the mic again, i still can't afford one :(
Patreon: www.patreon.com/FromNorthProjekt
Join us on Discord: discord.com/invite/mwmNa6HJQT
Follow me on X : x.com/FromNorth_proj
Instagram: arknorthman
For contact: ark.muhamed@gmail.com
0:00 Intro
1:00 Who's Fault is it?
2:10 Who Epic is Targeting?
3:49 Let's Talk Graphics
6:43 In-House Engines Must Stay
A THANKS FROM THE HEARTH
#FromNorth
#FromNorthProjekt
sorry for the mic again, i still can't afford one :(
Patreon: www.patreon.com/FromNorthProjekt
Join us on Discord: discord.com/invite/mwmNa6HJQT
Follow me on X : x.com/FromNorth_proj
Instagram: arknorthman
For contact: ark.muhamed@gmail.com
0:00 Intro
1:00 Who's Fault is it?
2:10 Who Epic is Targeting?
3:49 Let's Talk Graphics
6:43 In-House Engines Must Stay
A THANKS FROM THE HEARTH
#FromNorth
#FromNorthProjekt
Просмотров: 2 424
Видео
Creating A Beautiful Editor For My C++ Game Engine
Просмотров 7979 часов назад
making an editor, making art (With C and ImGui)! sorry for the mic again, i still can't afford one :( Patreon: www.patreon.com/FromNorthProjekt Join us on Discord: discord.com/invite/mwmNa6HJQT Follow me on X : x.com/FromNorth_proj Instagram: arknorthman For contact: ark.muhamed@gmail.com A THANKS FROM THE HEARTH #FromNorth #fromnorthprojekt
Squid Game, But with DUCKS (so Netflix don't sue me)
Просмотров 531День назад
Well, i found something, #squidgame Squid Game, But with DUCKS I made it with this guy @alihraich Patreon: www.patreon.com/FromNorthProjekt Join us on Discord: discord.com/invite/mwmNa6HJQT Follow me on X : x.com/FromNorth_proj Instagram: arknorthman For contact: ark.muhamed@gmail.com
1 Year of Game Engine Development (was it worth it ?)
Просмотров 6 тыс.28 дней назад
Hey, guess who is still alive my mic suck so sorry!! Patreon: www.patreon.com/c/FromNorthProjekt Join us on Discord: discord.com/invite/mwmNa6HJQT Resources About 3D projection: en.wikipedia.org/wiki/3D_projection ruclips.net/video/U0_ONQQ5ZNM/видео.html ruclips.net/video/eoXn6nwV694/видео.html ruclips.net/video/LhQ85bPCAJ8/видео.html #FromNorth #FromNorthProjekt
Unreal vs Godot (Workflow and Performance)
Просмотров 94 тыс.Год назад
Let's see which engine is a gangstar! Support Project Red on Patreon: www.patreon.com/c/FromNorthProjekt Join us on Discord: discord.com/invite/mwmNa6HJQT Twitter: FromNorth_proj Email: forkmachine.com@gmail.com see ya! #FromNorth #FromNorthProjekt
I have created A LORE for my roguelike Indie game
Просмотров 9 тыс.Год назад
hey, how you are doing, I'm here to talk about a LORE! Patreon: www.patreon.com/c/FromNorthProjekt Join us on Discord: discord.com/invite/mwmNa6HJQT Twitter: FromNorth_proj Read More About the Lore here: www.forkmachine.com/project-red-lore MRpotoo (The Concept artist) Links : Artstation : www.artstation.com/mrpotoo2 Instagram: mr_potoo?hl=de Video Chapters: 0:00 INTR...
I Made A Game Where You Control The Minds Of Enemies - GMTK GAME JAM 2023 devlog
Просмотров 3,8 тыс.Год назад
#gmtkjam GMTK GAME JAM 2023 DEVLOG! in this video, I will be sharing with you my experience of participating in the GMTK game jam 2023, my game called CURSE OF SOULS, where you must Possess your enemies' minds and control them to fight their friends or solve puzzles. the game is short and not polished, but it was just 48 hours, and I'm so glad I had this experience and finished the game before ...
Adding Attack Animations To My INDIE GAME // DEVLOG #1
Просмотров 54 тыс.Год назад
Hello Everyone, Welcome back to the second Devlog of my game [Project RED], Thanks for the Amazing support on the first Game Devlog, I'm really thrilled to see many gamers and game developers are getting interested in my game, in this NEW DEVLOG, I will show how I add some really cool 3-hit combo attack animations, with some dash mechanics as well, I hope you enjoy this Devlog and I hope you li...
The Beginning Of A Game Development Journey // DEVLOG #0
Просмотров 281 тыс.Год назад
Hello everyone, welcome to my latest video where I will be sharing with you the exciting progress I have made in developing my very first commercial indie game! I have been dreaming about creating this game for a long time and I'm thrilled to say that I'm finally on track to bring it to life. In this devlogs series, I will be taking you through the various stages of my game's development, inclu...
What Makes A Perfect JUMP for a PLATFORMER GAME
Просмотров 22 тыс.3 года назад
in this video, we'll chat a little bit about how to improve your jump mechanics for YOUR PLATFORMER GAME we will talk shortly about things that you should avoid and things that you should implement for your character in order to get the Perfect jump possible. I hope you find this video helpful, thanks and enjoy watch "Math for Game Programmers: Building a Better Jump" here: ruclips.net/video/hG...
Thanks A Hundred 🙏
Просмотров 5583 года назад
We reach our first 100 subscribers, and I'm very proud of that, a small number but it's a big step, and of course, this is just the beginning, I want to say thank you all for your love and support, we will play a lot of games, create a lot of games, and have a lot of fun. THANKS, A HUNDRED 🙏! OLDANYGAMES Follow me on Instagram: Forkmachine_dev Support me on Patreon: www.patreon.c...
Remake Bash ability mechanic from Ori and the Blind Forest with unity
Просмотров 16 тыс.4 года назад
Let's make Bash Ability with unity. Ori and the Blind Forest is such a fantastic game, And one of the things that made it so fun to play, is the mechanics, and today we will make Bash Ability from Ori and the blind forest with unity Engine. PS: This is not a tutorial so it's okay if u didn't understand something There is a lot of tutorial coming up I hope you Like the video and if you are inter...
New Game development Channel
Просмотров 2,3 тыс.4 года назад
Hello everyone And welcome to my channel, Forkmachine, which is gonna be all about the game development world There is a lot of fun coming up, Stay tuned and smash that subscribe button #FromNorth #FromNorthProjekt
I think the big problem with unreal engine is that it is the devs using it. They use unreal engine for the sole purpose of saving time. Lightings taking too long to bake? Don't worry! There's lumen LODs are too expensive and time consuming to do? Don't worry! There's Nanite Good water simulation is costly to bake and time consuming? Don't worry! There's a sub-optimal plugin for that Hiring a vfx artist is too expensive? Worry not, there are Niagare's default sub-optimal vfxs!! The problems here are the lack of optimization by the dev team and epic's monetization on that
Ciri is ugly if you look at the source material. What the fuck is wrong with YOU?
She's not ugly but not pretty either
Videos like these are a plague. Unreal is a tool. Do you complain about models made and rendered in Blender? Or are you trying to divert towarts Unity by making people feel like using Unreal isn't cool anymore, or an automatic detriment to their project. There's ton of games made in unreal and you wouldn't be able to tell.
Problem is the people who hype unreal engine like it's makes every game guaranteed better. Sorry but I see nothing special in Unreal engine. All the best and best-looking games are on non-unreal engine.
@@Kintabl Unreal absolutely has merit and it's an engine with several tricks up its sleeves. That being it's a test-bed for a lot of Nvidia experiments, it has blueprints to rapid prototyping and even developing and a gigantic community adding terabytes of free graphical and code assets. It does have a big advantage above other engines right now and it's much cheaper to get started with and much easier to develop stylised or hyper-realistic graphics with. There's no denying it Kintabl, but yea as with most things fans get a bit passionate and one-sided about things. Unreal is not guaranteed better, that's on the developers themselves. It does guarantee a head-start though. And in-house engines are more limited compared to Unreal in the sense that they have to develop their own tools based on the needs of the current project at hand. Nobody is using the Cryengine, Frostbite or whatever ubisoft and rockstar are using to create cinematic VFX for tv shows and movies.
@@MonsterJuiced And where does this unreal engine andventiges go? And who cares what they use in TV shows? We are talking about the games. Yeah, it can look photorealistic, but then it kneels down when it has to run an AI in the background like in Stalker 2. Sorry, but games are more than just photorealistic graphics.
i am currently testing out an integrated engine UPBGE but it lack asset management like menu systems for games. i agree game creation isn't easy, but a game engine theoretically mitigate a lot of risk of time spend on development process.
To make a game, something like a user interface or an asset management is kind of a must , and yes game engines do streamline the creation of a game by a magnitude, but at a certain point it really starts having a backfire effect, when you have a million button to push you are certainly going to hit the wrong button, ( again unless you know what you are doing)
Everything is so damn wrong in this video... The "magic" checkboxes are simply toggleable FEATURES, if you hover over said checkbox it tells you sometimes if it has a performance cost, especially the rendering checkboxes, it's not a "make the magic happen" checkbox it's simply user interface. Epic doesn't make a whole lot of money from AAA games, or at least not as much as you think, in my opinion (I don't have official data since that's not communicated), they make more profit with Fortnite and the Unreal Marketplaces than with the few AAA games that only pay a 5% royalty to Epic. Epic is not targetting dummies (that do release games, stop that weird argument of "indies never release games"), I don't think they have a precise target, they develop tools that move the industry forward and simplify the use of the engine, for themselves in Fortnite and for everyone who's willing to learn Unreal. The goal of Unreal is to help engineers by developing tools they won't have to develop on top of the engine. Epic is also not trying to make game dev "easy", they are trying to make it easier, it's still very hard to make a game but the great features that are Nanite and Lumen help simplify developement, not make it straight up easy. Epic is not preventing developers to optimize their games, someone who knows what they're doing also knows how to optimize the engine, the issue here is developers that either don't know or don't have the time to optimize some parts of the engine (which can be easy or hard depending on what the bottleneck is) The "unreal engine look" is caused by the engine's defaults that are the easiest thing to edit, that's again a problem with developers not taking time to edit a handful of variables. Also you are saying you can see the "ue look" in Black Myth but they actually use the Nvrtx branch of Unreal which has different graphical features and they are most probably using a PBL setup, same as The Witcher which most likely also uses a PBL setup, both games look very similar except that The Witcher 4 is a pre-rendered cinematic with added cinematic effects (probably), in my opinion Black Myth is the best looking UE game and it proved, together with Hellblade 2, that a UE game doesn't necessarily have the "ue look" Saying Black Myth isn't art is an insult, I find this game to have an excellent art direction, because it's "photorealistic" and whatnot doesn't mean it doesn't have an art style. The big difference between Elden Ring and Black Myth is maybe level design, Elden Ring has a much better level design while Black Myth has much better enclosed environements and better creature design, on top of much superior boss design. The argument of "old games looked good" is dead at this point, yes old games looked fantastic at their time, but you absolutely cannot compare them to today's graphics, while some things may need some optimization improvements, arguing that modern graphics have no right running bad on old hardware is stupid, the graphics are evolving, so must your hardware in order to utilize these improvements. Finally, the issue with in-house engines is that maintaining them is a damn money black hole, in-house engines have to keep up with the graphics improvements that gamers do want (but then complain about because they can't run it), leading to the studios switching to third party engines to avoid sinking money into something they wouldn't be able to maintain (specifically talking about AA studios, AAA studios most likely can maintain an in-house engine), and that drives the cycle of improving hardware, improving engines and so on. There would be no reason to improve graphics and hardware if no one wanted it.
Well said brother. This is being a trend nowadays to start talking bullsh!t about Unreal Engine. And this guy doesn't even realize the importance of those checkboxes. He makes Game Development in Unreal look like developing art using AI.
"The magic checkboxes" are just a metaphor for every feature in the engine that is easy to add but butcher performance. Not a single game (as far as I know) has been released using features like Lumen and Nanite that satisfies people with its performance. The idea is that because those features are readily available for everyone to use, games often end up looking and performing similarly-unless the developer knows what they’re doing, when and where to use those features, and whether they even should. I said Epic gets most of its engine revenue from AAA games. It’s just simple math-those are the projects that bring in millions. I wasn’t talking about Epic’s overall revenue or claiming that indies never release games. In fact, I explicitly stated that many of the best games we know are made by indie developers, though the majority of those don’t use Unreal. I mentioned this specifically to avoid comments like yours accusing me of saying something I didn’t. Because The video wasn’t about indies in the first place; it was focused on AAA games and how Unreal Engine is damaging the industry in both creativity and performance. We could go back and forth all day about what I meant, what I didn’t mean, what Epic’s intentions are, and whether the engine is at fault or not. But at the end of the day, IT DOES NOT MATTER. The reality is that most published Unreal Engine games run poorly and have similar art direction. This is a fact that people are constantly discussing. As for older games, it’s still true that they hold up well even today. The games I showed in the video are 6 to 10 years old and still look great. Sure, we can achieve better graphics now, but the performance sacrifices required are simply not justifiable. Lastly, AAA games rake in hundreds of millions-sometimes even billions. The argument that these companies “want to save money” just highlights their greed. They can develop and maintain their own engines without going bankrupt. What will sink them, however, is continuing to release unoptimized lumen games. and by the way i use unreal, so I'm not against it or something, but we should address what needs to be addressed. and thank you for the comment <3
@@FromNorthProjekt Just wanted to add few small points here. Every feature impacts performance. Most performant game is an empty level. It is up to the developers to either use or not use a feature. One problem I can see here when it comes to indies using unreal is that there are a lot of features enabled by default and people are not even aware of it and think it is just unreal is slow. For example try checking out defaults in skeletal mesh component and see all of the optimizations you can make just checking on and off boxes. Having a clearer way to either inform people or optimize this with some type of tool or utility would be nice. Bigger companies will have resources or people to go over everything, so probably less of an issue there. Recent games like Marvel Rivals showcase well that you can make performant and stylized games using unreal and that devs have control of how much of the "unreal look" they want. Lumen and nanite are relatively recently released features and are constantly developed, so not surprising that you haven't seen 100% of UE games using them. Games like fortnite, marvel rivals and Black Myth are, and upcoming AAA games will(They usually take 3-6 years to get made). Their timelines are long, so for a feature that was released 4-5 years ago, you would expect them to be presented by early adopters around 2024-2026 and we are seeing exactly that. Epics revenue breakdown mainly consists of Fortnite and that whole economy with a small percent coming from the unreal engine and epic store. To say something runs poorly and blame unreal would make sense if the devs had no choice because of the engine, but the truth is the ratio of fidelity compared to target performance is what usually makes something perform poorly. Some devs just want all of the new features squeezed in 60 or 30 fps, which unreal gives you, but you don't have to do that if you don't want, that is also another thing unreal provides. Example is again Marvel Rivals and Valorant. Both games prioritized smooth gameplay and framerate and you can easily get 200+ fps by disabling some fancy features. And as you also pointed out a lot of features are literally toggleable, devs really have no excuse. Maintaining a game engine is hard and keeping up with graphics that players expect costs even the biggest dev companies too much, so they switch. Example is CD projekt red. They where probably developing similar thing that unreal was doing with global illumination and world partition and not spending enough time on the actual game, so they decided to offload that to epic team of 1000+ engineers while most of their team can work on the game. No greed here I think. Just as an example of how little epic games gets from third party unreal games: if we say a game sells 1 billion copies(which is insane btw), epic only gets 50 mil(5%). I say only because compared to their size, that is not that much. But if we look at fortnite, they get hundreds of millions of dollars a month.
@@FromNorthProjekt lol if you spent half the time you do complaining about the engine instead to learn to use it you wouldn't be saying any of this. Stop spreading lies and propaganda reported for misinformation EDIT also you owe me a keyboard, I spit my coffee onto a 90$ mechanical watching this video. You Literally say how good black myth looks and its beautiful but yet its unreal engine so it cant be good. mind blown ... ill be waiting for my check
i ain't reading all that. im happy for you tho, or sorry that happened.
nice gatekeeper rant. making games is easy and intuitive. It is not magic. a 2 year old child can play by its own. a bunch of 5 year olds come up with their games all the time. making a game is not a magic. making a masterpiece is magic, wether it is a game or not. RDR2 is a magical thing yes. but for someone to start making games and make it work. it is not harder than any other profession. the hard thing is mastery. and it is not about the tool.
Making video games is not easy and intuitive. There are mammoths after mammoths of required technical expertise just to install Unity and write your first player controller.
what game is that at 2:20?
Chrono Odyssey
U should take a look at diligent
Ciri doesn’t look bad but no one who’s a Witcher fan wants to play her.. Witcher is Gerald’s story .
Was working with UE5 as an engine, but the default things added to UE has big performance load. Its cheaper to use LOD isntead of Nanite, Lumen eats up on average 40 fps by just turning it on and even default cloud system used for UE also decrease performance by like 15-25 fps. To make it work smoothly you need to make your own solution on top of default things.
What GPU you are using?
@@gendalfgray7889 Old RTX 2070 Super. But rest of hardware is top tier, 64gb ram and Ryzen 9 3900x. I am panning to upgrade it soon.
Well, RTX 2070 is kinds top tier now, as I said in the video we used to play games at older hardware than that with good fps and still looks good (especially in art directions)
@@FromNorthProjekt Played Stalker 2 now and UE5 totally ruined the experience. I had no issues with other titles. But i saw all typical default issues of UE5.
Siri looks ugly....compared to before.... she's the lost bogdanov sister, like a potato that have grown between two rocks.
Basically the word you've been looking is art direction Witcher 4 looks photorealistic for using unreal engine but doesn't feel like typical unreal engine game cuz it has a clear art direction in mind Black myth on the others hand doesn't have a strong sense of art direction hence looking like any other generic unreal engine game you see
@@khayyamal9207 Exactly 💯
you are wrong, it looks entirely generic and it will suffer the same physics and lighing issues, if they dont do a custom pipeline and heavily modify it to the point that it barely uses inengine tech
@@iamlazy7281 cd project red is a huge studio, i guess they can pull it off
@@iamlazy7281 ur name says it all troll, you probably havent used the engine a day in your life
yes, Ciri is ugly
@@coyotewld Nope she is fine
@@FromNorthProjekt no she isn't, she's very... Masculine.
Guys, lets just wait until the game comes out, then we brawl!!!
@@samwizgamgie3rd828 There is no hope anymore after the company moved from Eastern Europe to the USA 🤣😭
Nice video love from India
Great video, great points
Thanks
i actually agree with you on 95%
Great work i suggest checking to sdl gpu since it abstract vulkan and direct x and metal and it's the same performance but less code it's between opengl and vulkan in terms of code lines but vulkan or direct x performance but you will be building things from scratch not like the forge which is a graphics engine
Can't wait for the final result from making a game in unity to making a whole ass game engine, man you're insane ☠
well done
nelson mandela lol : managed to sit down couple of decades in a prison and became an hero.
❤❤
First you have to have a revenue stream, mainly from making games from unity or unreal engine, also create your own studio if you want to make a new game engine, it would be fun to do it with your friends. Because doing it alone is an arduous journey with no happy ending I'm so sure.
LETS FUCKING GOOOOO
FIRST
Dani already did this ...
Guess we're getting another grab game 😐
You should have made the girl model as a duck also lol
Well... duck me i guess
if u want to not struggle to create anything u want even game engine that is tap engine is lightweight and trivia not only tap engine or Godot engine every languages code ar Lua
Man loved every minute of this video really motivating , nothing better then following what interest u and spark enjoyment in you , Thanks for the video !
Haha, I like the squares joke (even if it's not technically correct, as those are rectangles). I am making a replacement for the C standard library (with different API) and a compiled programming language, so I can kind'a relate to what you are doing. Though I suppose I wouldn't be using any libraries or frameworks eventually (currently still depending on the C standard library for some things). Still running on top of an operating system kernel though (technically a framework?). :D Might make an engine at some point as well, though I would probably use CPU only. There is this game called King's Crook, written in C using only the CPU, only standard library and the system library. Renders everything to a pixel buffer internally. Might do something like that. GPUs just seem too roundabount. CPUs have an instruction set, and you can just give it the instructions, though still wrapped in ELF or PE. And I am still kind'a unhappy to have to deal with operating system stuff, like potentially having to call into DLLs on Windows instead of being able to use system calls directly. And having to dance around the blackbox GPU? Sounds like a nightmare. Though people tell me that Vulkan might get sufficiently close to the metal of the GPU, might see about that. But probably will still start with CPU only, and hopefully in my programming language. Best of luck with your engine and future games. I am happy to see videos like this, just people passionate about making something technical. Though I hope it doesn't turn into a project that never produces anything, as such is a danger with those things sometimes. I had a GUI library I was writing for years, which turned out to be near useless in the end.
Check out raylib, it is better
Or defold
This is me - literally. 🤣
try to load the deccer-cubes next :) also good luck with the rest of the engine
I wish you luck. Always admired people making their own game engines
i can suggest also ogre rendering engine it's a bit easier i guess and has more documentation than the forge yes it gives you rendering controll too
did the same, twice, and at the end, well you have no game
You're incredible, this is excellent ingenuity and workmanship
"Nerd who loves C++/C#" to be edgy can't bother to read any documentation on Godot before making a video about it.
10:10 Ho your school works like ecole42 :]
actually 1337 is part of 42TheNetwork
Thats awesome man! Definitely gave a me a good idea of how it is, may I ever want to suffer in this way
"it's very long to wait for Unreal compilation, launching etc" - oh yes, making own engine much faster. Lol you can download a template from marketplace and have almost ready game even sometimes with art in your first day. Anyway goodluck with your engine but honestly I think it's a bad idea. You wanted just make game, why are you so concentrated on instruments idk. if you just worked in Unity for 1 year at least 1 hour per day we all could saw your cool game. Art? focus more on gameplay. Find assets from store, make them work, still you'd be closer to your dream. It's good to try your own engine, you got hella exp from that but if you really just want to ship the game - back to Unity and ship your game. Or after 5 years probably we'll se a prototype
This comment is sponsored by unreal engine *please remove this part before commenting
@@ihatetomatoees I just want to help the bro. He's lost. It doesn't matter what engine you use: Unity or Unreal, just make a damn game
glad you're still alive 🙂 well, the work is amazing, can't lie Keep it up buddy, we're waitng for the game
Damn you got more dedication than I do. Honestly with Unity, *IF* they don't screw it up and stick to the plan their Roadmaps and such look amazing (ECS for All as a baseline but with simpler Gameobjects workflow, revamped Animation system, unified Renderer so theres no more URP and HDRP, yada yada). Thing is...that's IF they stick to the plan....or it doesn't take 6 years for any of those to reach "Production ready", if they even do and don't get canned.....They do not have a good track record for it lol. Who knows maybe new CEO will fix that *copium*
Sweet web dev, never leaving you :)
This is great work man.
Personally, almost all the time when people have to move computations to GPU, they should not have had them in the first place. Cool, grass blades are data driven! (or particles). But why is per-particle/blade data exist at all? Anyways, there is a lot of sequential optimizations that are effectively moving computations up in the pipeline, and one day you will reach the perfomance wall which can only be removed by utilizing unused CPU time. Loved the video, thanks for your story. I envy you a little, i wasn't smart enough for school 42. Opinion: Vulkan abstraction layers are always either OpenGL perfomance (which defeats the point) or Vulkan complexity (which also defeats the point) Major perfomance benefits from using Vulkan are subpasses, low drawcall cost (so gpu-driven loses main benefit), synchronization (semaphores / fences. Not layouts/memory barriers, they barely matter for modern drivers), actually available hw operations (e.g. 8/16-bit, reductions / quads / [just] subgroup operations, variable rate shading, etc.) / compression (arguable) and more explicit buffer's control (how memory is written, how (when) they are updated, atomics, some metainfo for driver like push constants, sets)
This video inspires me to continue developing my own game enigne using c++ and opengl. Its a 2d game engine, so its not as complicated as yours but still. Anyways I wish you success during your engine development.
You marocain?
yep